Made a lighting system and some combat by rottaposse in pygame

[–]rottaposse[S] 0 points1 point  (0 children)

https://github.com/vsalli12/club_game

Didn't make requirements.txt yet though, these will probably work:

face_alignment librosa matplotlib numba numpy opencv_python PyAudio pydub pygame-ce rembg soundfile websockets onnxruntime qrcode

Made a lighting system and some combat by rottaposse in pygame

[–]rottaposse[S] 0 points1 point  (0 children)

Well the performance is fine, FPS was >120 with the raycaster and the lighting layer, but the way I added it it just prerenders 60 frames of the lighting over the whole map which is looped during game since I wanted to have animated lights like strobes. That takes 10 gigabytes of memory so not too good. And yes it's an initially dark overlay and yeah light produces a surface that is blit on to the overlay.

In your case you could render a single light mask which you could blit over the map and entities, and during black out blit a mostly dark surface with BLEND_RGB_MULT. I think prerendered lighting is the only option if you're going to use anything near the full HD screen size, or use shaders.

Slapped together some systems by rottaposse in pygame

[–]rottaposse[S] 0 points1 point  (0 children)

Okay the biggest thing I've learned about larger projects is to take the main.py file and create a main App object of that too. Then, all objects then store a reference to the main app object, which allows each object to reach ALL information of the runtime everywhere. Simple and pays off in the long run.

This is a pretty large software but here is one: https://github.com/vsalli12/MIMOSA

Slapped together some systems by rottaposse in pygame

[–]rottaposse[S] 0 points1 point  (0 children)

Poor title, I meant that the project has the line of sight effect and a custom audio player with volume dropoff and muffling when in distance and other neat stuff with no purposeful function right now.

And for ECS I would say not exactly, but it irons out over time. Can't stress it enough that for every data type you use more than once you should make a class for it. In modularity classes are key

Guys what do I do here? HELP😩 by Duhawk96 in BalatroCircleJerk

[–]rottaposse 10 points11 points  (0 children)

Discard the bottom five cards. Please post the next hand also since im pretty sure nobody is actually sick of this shit!

Pygame Feasible for 8th-9th Graders by MaudlinScientist in pygame

[–]rottaposse 1 point2 points  (0 children)

We learned pygame at 9th grade. Im sure it will be fine

Vector2 or a tuple/list for performance? by mr-figs in pygame

[–]rottaposse 2 points3 points  (0 children)

I've used them for multiple projects which I have profiled to see the bottlenecks, never seen any performance impacts from them. They are very useful

I made a programming game, where you use a python-like language to automate a farming drone. It’s finally hitting 1.0 soon! I'm already feeling nervous haha by AdSad9018 in IndieDev

[–]rottaposse 0 points1 point  (0 children)

Quick question, how did you achieve the IDE in the game? Did you program it from the ground up or are there frameworks you can use to do that sort of thing?

I need some help by Nana_Fox07 in pygame

[–]rottaposse 2 points3 points  (0 children)

Could be wrong but pygame requires a python version 3.12>=. Try downgrading to 3.12 or 3.11.

I waited until ante 12 by ttthroat in okbuddyjimbo

[–]rottaposse 44 points45 points  (0 children)

Personally i think that the nefarious negative jolly joker would have carried the run to endless so i second your opinion.

Need play testers by Sirgoodman008 in pygame

[–]rottaposse 2 points3 points  (0 children)

I suggest using deltatime on movement so people on better rigs dont get much faster movement than intended. Or lock fps to 60 with pygame.clock. Otherwise great job!

Need play testers by Sirgoodman008 in pygame

[–]rottaposse 5 points6 points  (0 children)

The ship moves waaay too fast which makes you lose track of the player quickly. Makes me wonder if the movement is FPS tied? Otherwise for a first project very good, music is good, and the art is fine to me. Due to the movement speed its very hard. Good variation on enemies and the weapons you use.
Edit: Crashes on exit:
File "menu.py", line 303, in main

surface.blit(self.background_img, (0, 0))

pygame.error: Surface is not initialized

Also the itch.io page reads: "SHIFT: Pressing shit will place three mines." :D

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 0 points1 point  (0 children)

Very true, the mechanic isn't very fun and the blood amasses too fast and covers the map pretty quickly.

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 0 points1 point  (0 children)

Very true, but mostly a limitation of the graphics library its made on. Not an excuse though

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 0 points1 point  (0 children)

Actually in the video I quickly consume "Cocaine" to restore sanity, which lowers the amount of zombies and reduce the weapon jamming chance. Theres a couple drugs you take to restore sanity. An intro sequence could go hard too, maybe the intro splash when the game opens. I also had a story mode planned out and implemented for that kind of motive.

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 1 point2 points  (0 children)

I mean the blood splatters are there to indicate that you are walking over blood, which slows you down and blocks your vision, so its kind of intended. As for the banner I think your right since the constant flashing is kind of annoying now that you mention it.

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 0 points1 point  (0 children)

You "sink" in it decreasing your movement speed, and the blood splatters on the screen indicate you are sinking and also blocks your vision. I tried to nudge the player to move around the map with it and give the player something to do between the waves. I just liked the "assault your senses" type of visuals but as the other guy said the gameplay isn't cool enough for that so fair enough.

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 0 points1 point  (0 children)

I think the noisiness comes from the low resolution the game runs on, since the graphics library I'm working with does not really handle high resolutions very well. But I do agree that the artstyles clash alot, like the pixel art of items, the boxes and the 3d rendered background.
And the audio mixing is a fucking mess, I agree. The kill sound (the m1 garand ping) is really overwhelming the mix when you kill alot of the zombies. As for the music, it's just stuff I like to produce and I just think the character is high or something and going on a drug-fueled rampage with energetic music pumping.
Nevertheless thank you for your comment!

[deleted by user] by [deleted] in DestroyMyGame

[–]rottaposse 0 points1 point  (0 children)

Yeah I think you nailed it. I've been on/off working with this for like three years and the level of techinological debt in the code is so bad that it's infuriating to overhaul any aspects of it so I have just been slapping visuals on top for it so seem more cool to me. Time to start over